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Recent reviews by White_Red_Dragons

Showing 1-5 of 5 entries
4 people found this review helpful
81.4 hrs on record (49.7 hrs at review time)
It is extremely unfortunate that the game is in the state that it is.

The game suffers from insane desyncs, player position, aim direction, enemy corpses, crates, downed teammates. Everything will desync and I'm not even overplaying this. Even the dialogue is different except for the scripted ones.
its literally so bad that you will walk around and enemies in front of you just randomly fall over, death with no apparent cause.

This makes most explosive weapons extremely dangerous to use, especially in cave missions, because an enemy will fly in front of your explosive weapon and you will shoot because its not actually real, but for your mate it very much IS
What usually happens is that you kill your mate even though he wasn't even standing there from your perspective.
The game doesn't even tell you about the desync! Imagine you get team killed by your mate and hes like "nuh uh" every time, like its not even their fault, yet from your perspective it is..
We had it a bunch of times that we would down eachother across the map with explosive weapon by pure chance.
In all of the scenarios its avoidable by the player, but the games desync says otherwise.

I think most weapons are absolutely useless due to the addition of flying and shielded enemies.
It forces all classes into a default generalist loadout that can deal with any scenario instead of unique tactics
Let me elaborate with the fencer as an example.
They added shield pillars ( clearly designed to nerf long range weapons & the air raider )
The Fencer has like.. *checks notes* 3 weapons that can actually do something against them
1. Double Gatling Gun
2. Gallic Heavy Cannon with 2nd weapon for dash
3. Hand Cannon with 2nd weapon for dash
You can pound sand with your melee weapons on the beach mission,
they ain't have no range to destroy them
Most weapons suffer in comparison to other specific weapons. Usually a Range or Damage Issue that could easily be fixed.

Ah yes did I mention, the pillars now shoot at you!
I'm not exaggerating when I say that as a fencer, you always die almost instantly, if you stop dashing
Which makes it hard to survive since you have a pause after dashing ;/
"oh wow just take a shield". Sometimes but here is why no:
Flying enemies stick to you like Semtex, encircling you and shooting you in the back.
You can have as much Shield Angle increase as you want, when the squids come and shoot into you from above or behind you still die.
I'm not even sure whats the AR/Ranger supposed to do against these?
The only thing you can do is grind grind grind armor or roll ( gambling )
Now okay lets say this is a skill issue.
What are you supposed to do as Fencer against the Kruul and Kraken?
Stand still, oh he laser'd you too bad
Oh its two sniper dudes and you failed to do a perfect dash to doge, too bad

Most your weapons don't have enough range, deal enough damage or have enough fire rate.
And the enemies they introduced have some pretty BS mechanics like the Elite Kruuls with their shield
The game also suffers because they have an absurd amount of health.
On the Ring mission with the Tentacles, what weapon do you use as a fencer? The only one I can imagine is Gallic Heavy Cannon
And that doesn't deal nearly enough damage. We shot leviathans at those things and they tanked it.

Generally, we were forced into generalist Loadouts.
The mission descriptions, don't really tell you what enemies you will face also.
Like they will literally be yapping about some "flying enemy" and then its a Deroy. Lmao

Something that hasn't changed compared to 4.1 and 5 is that in some missions a lot of the Air Raider Equipment is just entirely blocked or using it is a gamble
Artillery and some Air Strikes get blocked by flying scenery
This is pretty bad on Mothership missions
Some weapons just don't work or only partially work or they work but only if you are lucky..
Its an easy fix, even if it doesn't make any sense, just make it like Spritefall and give them no collision with the ships...
Definitely a way up though compared to 4.1 though where you couldn't do ANYTHING as Air Raider

ITS UNFORTUNATE
The game has so many good things going for it, the SPARK is there

I want to name some insanely good additions to drive this home.
- Air Raider, Ranger and Wing Diver now have a special equipment slot
Example; Wing Diver can take a temporary shield, grenades or special weapons like heavens gate
In EDF 4.1 you never ever wanted to use these because they blocked one of two equipment slots, and since they have super specific usecases it simply wasn't worth it, same for 5 but less bad on the Air Raider

The only thing I would want here is for the Fencer to have a way to use guide kit weapons ( like the leviathan ) without an air raider. Just give them a special equipment slot, with a super long reload single shot beacon gun.
It wouldn't even obsolete the AR's Beacon Gun/Kit, as they increase lock on speed, range and allow trajectory change mid-flight

- The Air Raider can now use drones
The Air Raider isn't absolutely useless in a Cave Mission anymore.
Sometimes he's OP because of the Tesla Drone that can just block entire path ways, easily

- Decoys now actually work(?)
In one mission we placed it on top of a Teleportation Ship and all the enemies united beneath the ship to rid the earth of VTubers. Probably the reason why they are travelling into our time period to begin with..
Anyways, so in 4.1 and 5 you would place them and 2 enemies got distracted, the rest just proceeded to murder you in cold blood like previously.
Definitely more useful!

I also want to make some suggestions on how to improve the game.
- Scale Vehicle Armor with the Character
A lot of Air Raider Vehicles just get 1hit'd, gets worse with higher difficulties
Causes the generalist "take the grape" or helicopter approach
Not getting hit is always better even if damage is lower because of this..
- double weapon ranges for all melee weapons on the fencer
They are literally not viable without this except in very specific missions where you deal with very basic enemies.
- Make the Shield on Pillars destroyable ( shoot them enough for example )
Adding the Shield instantly makes long range weapons useless for classes like the Fencer or Wing Diver ( Raijin )
- Increase Damage output of Plasma Weapons on the Wing Diver DRASTICALLY
And decrease the power requirement on the heavy plasma cannon so its more like it was in 5 where it was actually useful
- Friends Suggestion: Make Vehicles have damage reduction. Like Barge has more effective HP than Tanks > Mechs > Helicopters > Depth Crawler
- Give Fencer some more long range weapons. Literally give them the Closed Laser from the Wing Diver so they have ANYTHING that isn't gallic heavy cannon
- Make [PT] weapons actually penetrate Armor on Cosmonauts
Right now, you are practically forced to take fast fire weapons against them so you can strip them off the armor
Which in case of the Fencer means generalist Gatling Gun Loadout again
- Give the Wing Diver a proper glide function instead of dashing..
Like holding the button for Dashing enables it(?)
Energy conservation should be less timing dependent.
- Give the Wing Diver a proper long range weapon again.. Like drastically boost the Raijin or Monster.
Its literally not worth it to use these weapons except if you want to cheese the ring missions
- For Missions where it makes sense, give a proper rundown on what enemies you will be facing
A lot of times we would start a mission and go "well deroys aren't flying enemies, lets retreat and change the loadout" Save us some time making better decisions.
- Wing Diver needs Magazine weapons back, imo especially Lances suffer from this
- Same reason as the above, semi fire weapons should automatically fire after a delay on the Ranger when you hold the button. Tapping the key 12000x in a single mission is very punishing and makes players avoid these weapons. For the Wing Diver Power Lance FD its pretty oof. Charge+Letgo
Posted 20 January.
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2 people found this review helpful
27.5 hrs on record (0.1 hrs at review time)
Simply disapointing. The special edition strips away the steam workshop support and replaces it with the creation club. Sure you can always use nexus mods or the mods tab. But why the hell would I check like 78 diffrent workshop addons from the original game and try to search a replacement? I've been searching online for a way to import the workshop content from the original to the special edition so its not as ba. All I found was people crying about how you should just "deal with it". The Special Edition is essentially a graphics update for the hardstone skyrim fans that put 400 graphics mods into it, dumping it onto their insufficient vram. It runs bad and looks "realistic" then they blame the engine for it. like one of the many others I have been seeing on the infamous Skyrim Discord. LMAO. The creation club for fallout atleast had interesting quests and weapons while in skyrim its just another sword or bow. I mean dwemer mudcrab? wild horses? Im better off playing oblivion or the original skyrim where I have workshop support + Nexus...... damn. I sound like one of those CSGO wannabes that want everything to be like CS 1.6 HAHA
Posted 1 October, 2019.
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2 people found this review helpful
1.5 hrs on record
Neat game
Posted 1 July, 2019.
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1 person found this review helpful
1.2 hrs on record
I'm going to try to make this review a bit objective. Warning, may contain spoilers.
First things, i'm not going to judge about the graphical aspect.

I was a bit in wind of playing it. The review section of the description first told me its probably going to be awesome as it declares, quote : "true level design." and, quote : "It is one of the best mods released in a long time. "
After playing the first level I got the error that all weapons are gone and new picked up ones are going to be invisible.
It's pretty much standard gameplay. I fully agree on the review of "Cvoxalury", a few puzzles that we're pretty much all the same and there only was two times the good old cable and blow something up thingie.

The first map was.... meh. It didn't really catch my eyes and i have no idea why i'am there, why i go underground into somekind of mine and then into a canalisation thingie. There wasn't any backstory behind it - not that i saw one. You get a LOT of weapons at the beginning and all i used was the gravity gun because the pistol is lame and i don't want to spray full magazines on combines or zombies, running through the hallways.

"true level design." Is a overstatement. I'm not the best mapper, but the level design was pretty monoton. It was either Grey ( on the first ) or it was Green ( on the second map ). The level design itself was very linear. There was a single open area which didn't catch my eye and on multiple occasions i could see enemys spawn or see they didn't spawned yet.

As ( like i said before ) my weapons all we're gone and new ones we're invisible, the game crashed multiple times on the last section of the second map. I had to play the whole first map again ( using another 3 elevators that btw have some errors on them, like you can actually move props through them but not the player. ) just so i could see that i have to shoot some rockets on a gunship which is.... pretty classic..... Talking about bugs. When Jumping around I got stuck 2 times and suddenly almost died. This reminds me on that deadly door on one of the older versions of Cs:go's "Dust" map.

"Fazit": -The gameplay was classic, monotone ( either zombies or combines ). The map design was very linear and monotone. ( linear doesn't always mean bad but it does not give bonus points ) I wouldn't say it was *all* bad but for downloading hl2 and episode 2 content for 2 maps it surely wasn't really worth it. ( like Cvoxalury said )
If you forgot any earnestness you might beat it in under 20 minutes. Nothing is stopping you from the zombies and the combines aren't a real danger.
Theres is a lot of space for improvment.

Edit : I forgot to say. There are WAYYY to much barrels on the first map. WAY too much. Seriously just look at it. you go in a room and 70% of the containing is barrels. Is this just simplistic? lol
Posted 17 November, 2018. Last edited 17 November, 2018.
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1 person found this review helpful
77.2 hrs on record (49.5 hrs at review time)
Echt nices Game hat echt fantastische Grafik ein tolles Spiel Prinzip und ne gute Story (Die wie ich finde nenn bischen kurz war =D ) Im gegensatz zu anderen Tomb Raider'n kann man hier mit Lara ein wenig besser interagieren da das Zielen vereinfacht wurde und man nicht wie in denn vorherigen Teilen instant für ein anständiges visier Y gedrückt werden musste,

Das einzigste was ich wirklich schlecht an Tomb Raider finde ist der "Multiplayer" der bietet zwar tolle Maps und echt eine gute Plattform aber meist sind immer höher levelige im Spiel und vermissen einen denn Multiplayer mit dem Granatwerfen usw. Waffen da diese bereits lvl 30 oder höher sind da ein leichteres dasein besitzen. Es gibt zwar ein Ranglisten Modus aber scheinen diejenigen nicht zu benutzen =P

trotzdem empfehle ich es weiter da Story inklusive Grafik ein umwerfend war (Wortwörtlich bin mit meinen jetzt kapput seiendem Rollstuhl hingeflogen ^^) für die die dieses Review gelesen haben und sich das Spiel kaufen Viel Spass °w°
Posted 25 June, 2014.
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Showing 1-5 of 5 entries